Kiazz
Member
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Yes, you can weigh the strength of a card based on other cards, this is actually the core idea behind "balance." But I think you're talking about context, which I also explained. What makes an ice character "amazing(ly) defensive"? Is it the ice walls and defends? Because those are present in Earth as well. Freeze? It's a 2-turn stun for 7, but with an Earth-equivalent, petrify, 6 for a one turn stun and 500 damage. You are correct in the fact that ice lacks healing, but like you said, it's already "amazing(ly) defensive." 70%? Where'd you get that from? The number of cards, the combinations, what? Iron hide is an insane stalling card, making "perfect scenario(s)" unnecessary; as long as you can stall, you're going to get the card you want sooner rather than later. Neutralize gives you energy for a card, which ice also lacks. Combine these together with a "double-shatter" equivalent of corruption that does 500 every turn, "pressure", of 10 for 2000, and you get a sense of how balanced shatter is. You can use neutralize as soon as it appears or save it for corruption, which, as I have stated, will come eventually with the constant iron hides. "Counterplay"? You might as well use attack cards then, as 6 for 800 DoT over 4 turns could be considered inferior to 8 for 1000 instant attack damage. 200 more each, per energy spent. "Crowd control"? Since when did OS gain a multi-player mode? Earth is my basis on which I want to buff frostbite. Mountain strike 6 for 1000 damage in 2 turns, coupled with petrify which stuns for one turn. You might consider multiplying the turns by two due to freeze for ice. Even then, what I'm suggesting isn't 1000 over four turns, it's over 5 turns, 200 each. Still 6 for 1000 but taking freeze into account, turning it into a 5 turn, low damage, DoT. I think you're under the impression that the longer the DoT is, the more powerful it is. I suggested something, you discussed it, and I obliged. We can continue this in the balance thread if you want.
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